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Author Topic: Cult: Awakening of the Old Ones Kickstart  (Read 79810 times)

TempAcc

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #345 on: June 29, 2012, 03:40:13 pm »

Running into the same problem as before still :C

Spoiler (click to show/hide)
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Neonivek

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #346 on: June 29, 2012, 04:18:24 pm »

Well I guess I'll put up the glitches I got

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Lord Dullard

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #347 on: June 29, 2012, 04:35:56 pm »

Not sure how I feel about the random word generator. I think the word for it is "entertaining".

Spoiler (click to show/hide)

But anyway, it looks good so far. The only problem I've seen is generated local maps (for actually playing on) takes a ridiculously long time (esp. compared to games like DF). With a 3ghz dual core cpu, I've been sitting and waiting for one city to generate for nearly 15 minutes.

It sounds like you had the game hang. Check your error log, it shouldn't take any longer than a minute or two.
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Lord Dullard

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #348 on: June 29, 2012, 04:38:21 pm »

Running into the same problem as before still :C

Spoiler (click to show/hide)

Did you set CUSTOM CURSOR: no in the init.txt?

Traceback (most recent call last):
  File "cult.py", line 35, in <module>
  File "cult.py", line 20, in LoadInit
IOError: [Errno 2] No such file or directory: 'init.txt'

What were you doing in-game when you got this error? I'm not concerned about the World Atlas error, because the WA needs a lot of work and it's not of immediate concern. It's the one with libtcodpy and init.txt that's concerning.
« Last Edit: June 29, 2012, 04:40:58 pm by Lord Dullard »
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Neonivek

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #349 on: June 29, 2012, 04:44:35 pm »

I am not entirely sure... I know I did try to access settings a lot and one time in world atlas I froze the game (and I think one time in world gen but I don't remember how). I mostly just fiddled with everything... If I got that error I got that error without the game crashing...

WAIT I think I remember. I went to generate world, created the terrain... then went to settings which forced me back to world creation I believe.

Also you missed my old question or you just didn't answer it. It was mostly about attributes and sentience (It being sentient/sapient linked to intelligence or is it like a physical attribute unrelated to stats)
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TempAcc

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #350 on: June 29, 2012, 05:14:48 pm »

Running into the same problem as before still :C

Spoiler (click to show/hide)

Did you set CUSTOM CURSOR: no in the init.txt?


I changed it to no and it worked :D, altough it crashed during world generation, while generating caves apparently, these are the entries I got on cult.exe file:
Spoiler (click to show/hide)

It also gave me an error earlier regarding a missing dll called kernelbase.dll, but it ran fine despite the error message. The message stopped appearing after I downloaded that file and put it in Cult's folder.
« Last Edit: June 29, 2012, 05:17:49 pm by TempAcc »
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Neonivek

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #351 on: June 29, 2012, 06:03:59 pm »

I managed to make a ice planet (Ocean but the entire planet is arctic)

Going to call it a glitch... I set the world dimensions as:

WORLD MAP WIDTH: 2000
WORLD MAP HEIGHT: 1200
REGION MAP WIDTH: 1200
REGION MAP HEIGHT: 800

I am not even done gen yet... Caves are for some reason taking FOREVER! and they arn't even the long part.

An hour later and I am still generating caves.
Two hours and caves are still being generated
Oooh Four hours and still caves!

Found out my game glitched and that is why world gen took forever.

Traceback (most recent call last):
  File "cult.py", line 5, in <module>
  File "libtcodpy.pyc", line 53, in <module>
  File "ctypes\__init__.pyc", line 428, in __getitem__
  File "ctypes\__init__.pyc", line 423, in __getattr__
  File "ctypes\__init__.pyc", line 353, in __init__

Keep glitching out... I wonder if my game is just glitched

Putting Region size back to normal fixed the fact that it always does ice worlds... no wait it doesn't. I see the problem is when you make HUGE worlds for some silly reason the game seems to give it HUUUUUUUGE ice sections.

Lowering the size a bit more didn't help. I'll see if I hit the same glitch if I only generate a double sized world. yeaaah... the game doesn't handle larger sized worlds (either that or making it full screen somehow makes it not want to work)

Only Doubling it worked... until I scaled the map. So I can gen the first part of the world with a double sized world (whatever "Region sizes" are I do not know but I assume it is how large a area you go into is... or possibly the size of each square on the world map). Any more then this and it glitches or crashes in that section.

Now in the NAMING section however it glitches and seems to stop on oceans on just double world size.

Ohh and generating a world after the game fails to generate a world properly... causes that generation to fail at the very start.

I just wanted a larger world full of new life forms... *sobs*

---

ANOTHER glitch... using the world atlas when the init is set to a different size then they are causes the game to crash.

AHHHH!!! wow your programs hate me Lord Dullard.  They hate me a lot.

Spoiler (click to show/hide)

---

Also I might as well make a suggestion: For Nations it would be neat if you also included demographics of races within that society too and their social status within. That way when I look at the "Holy Empire of Quah" I will see that they actually feature races of all kinds but the Dinn are generally disliked.

--

Also the most HP I was able to generate a creature with was 13k

---

REALLY hates me... I crashed again trying to load "TEST"
« Last Edit: June 30, 2012, 02:25:51 am by Neonivek »
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forsaken1111

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #352 on: June 30, 2012, 05:09:01 am »

Oh the joys of playing an alpha test build! :D

You have to expect that sort of thing going in.
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Zangi

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #353 on: June 30, 2012, 09:02:37 am »

Oh the joys of playing an alpha test build! :D

You have to expect that sort of thing going in.
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Sentientdeth

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #354 on: June 30, 2012, 10:45:23 am »

Oh the joys of playing an alpha test build! :D

You have to expect that sort of thing going in.

This is pre-alpha.
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hemmingjay

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #355 on: June 30, 2012, 11:10:05 am »

Yup! Just a tech demo and more or less a proof of concept. It's actually reassuring how much flexibility Lord Dullard is building into his code along the way. If he continues to do so it should prevent major code hurdles later. This is a lesson many devs learn, painfully, as they go. I have more and more confidence in this project daily.
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Neonivek

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #356 on: June 30, 2012, 02:36:17 pm »

Ohh I know, I just like the image that the program itself hates me and that everyone else is getting it to work perfectly.

Besides right now if I can give good error reports (which unfortunately I cannot) It would be a good think if the program hated me as much as possible.
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TempAcc

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #357 on: June 30, 2012, 02:54:08 pm »

I suppose posting about all the errors and bugs and describing how they happened + error log would be beneficial to development, so thats what I'm doing.
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Neonivek

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #358 on: June 30, 2012, 02:55:58 pm »

I suppose posting about all the errors and bugs and describing how they happened + error log would be beneficial to development, so thats what I'm doing.

Problem is that I am comming up with odd glitches but I am not doing anything unusual.
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hemmingjay

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Re: Cult: Awakening of the Old Ones Kickstart REACHED IN RECORD TIME!!!
« Reply #359 on: June 30, 2012, 03:18:48 pm »

post your specs and bugs in the official forum to help out. I am sure they are much appreciate!

http://www.cultawakening.com/forum/viewforum.php?f=5&sid=d3af8dee9bcd1cd6e28cdff9334e3dba
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